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Gestalt Fusion [Week 1/Card 1]


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[spoiler=Week 1?]Inspired by Renegade's Single Challenge and driven by my interest in Custom Card making, I'm doing a weekly challenge whereby I post a card on each day of the week day (from Monday to Friday) to, not only fuel my activity in YCM, but to also hopefully kindle more activity in this section for reviewers.
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Send the top card of your Deck to the Graveyard; banish, from your side of the field or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card and Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.) That Fusion Monster cannot declare an attack during the turn you used this card's effect. If this Set card is destroyed by an opponent's card effect and sent to the Graveyard, draw 1 card.

Recent Changes:
1 - Effect Change: Added "That Fusion Monster cannot declare an attack during the turn you used this card's effect."[hr]This card is called Gestalt Fusion. I came to making this when researching Gestalt Psychology, incorporating the motto stating that "the whole is greater than the sum". When thinking this I instantly though "Fusion". However, I am more than aware of, well, how Fusion is somewhat locked in favour for HEROs or Gem Knights, so I've tried to make a balanced, generic Fusion Spell Card.

Tell me what you think. I'd love to try and make a much more playable, generic Fusion card!
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So it's basically a Miracle Fusion added with extra stuff. 

 

#1: You have to mill the top card

#2: When it's destroyed by a card effect, you get an extra draw

#3: Instead of banishing only HEROs, you can banish for any fusion monsters.

 

Creativity-wise, it's not so great. It's basically a Miracle nothing too fancy. I like it ESPECIALLY since it works amazing with Chaos Dragons. Get 3 Blue-Eyes in the Grave then bring out a big beater + (if you're running Chaos Zone adds more of the effect) and then you send the top card of the deck and we all know how they're all about milling LIGHT and DARKs.

 

I can see how this card would pain your opponent to see since they know you're going to bring out a beater. This card would be perfect in a deck with ANY fusion monster.

 

I like the card because it gives ALL fusions a chance, well almost all, and it increases the fusion summoning though this card can be, in some way, a bit OP - but not crazily OP.

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No, this is definitely crazy good, at least for Destiny End Dragoon. Previously you would have needed Polymerization for it, but if this card were available, you could channel to it with Destiny Draw. It can also make OTK loops in Gem-Knights through the Gemini monsters, or throw Vision HERO Trinity down for an out-of-the blue finisher mid-game a la Dark Strike Fighter. Nein.

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So it's basically a Miracle Fusion added with extra stuff. 
 
#1: You have to mill the top card
#2: When it's destroyed by a card effect, you get an extra draw
#3: Instead of banishing only HEROs, you can banish for any fusion monsters.
 
Creativity-wise, it's not so great. It's basically a Miracle nothing too fancy. I like it ESPECIALLY since it works amazing with Chaos Dragons. Get 3 Blue-Eyes in the Grave then bring out a big beater + (if you're running Chaos Zone adds more of the effect) and then you send the top card of the deck and we all know how they're all about milling LIGHT and DARKs.
 
I can see how this card would pain your opponent to see since they know you're going to bring out a beater. This card would be perfect in a deck with ANY fusion monster.
 
I like the card because it gives ALL fusions a chance, well almost all, and it increases the fusion summoning though this card can be, in some way, a bit OP - but not crazily OP.

No, this is definitely crazy good, at least for Destiny End Dragoon. Previously you would have needed Polymerization for it, but if this card were available, you could channel to it with Destiny Draw. It can also make OTK loops in Gem-Knights through the Gemini monsters, or throw Vision HERO Trinity down for an out-of-the blue finisher mid-game a la Dark Strike Fighter. Nein.

Firstly, thank you both very much for the reviews!

Onto the card. From what I have gathered this definitely needs nerfing somewhere. I ideally want to keep this thing's ability to use versatile Fusion Summoning, but I do not want to make this too weak in a sense. I am considering giving this an overhaul and redo, but I'm curious as to possible improvements that could be made?
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I am always up for support on generic fusions, but as has been pointed out to you, this card needs a little nerfing. As you are open to suggestions, there is always the negating the ability of the summoned monster, perhaps making it so it can't attack the turn it is summoned, or you have to take a certain amount of damage either dependent on the number of materials used, the ATK of the fusion, etc.

 

I like the idea of a generic Miracle, but you have to be careful when balancing it. 

 

I am glad I finally inspired someone to do a similar challenge. :D

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I am always up for support on generic fusions, but as has been pointed out to you, this card needs a little nerfing. As you are open to suggestions, there is always the negating the ability of the summoned monster, perhaps making it so it can't attack the turn it is summoned, or you have to take a certain amount of damage either dependent on the number of materials used, the ATK of the fusion, etc.
 
I like the idea of a generic Miracle, but you have to be careful when balancing it. 
 
I am glad I finally inspired someone to do a similar challenge. :D

Updated: Added a no Attacking Clause in hopes to reduce chances of OTKs, and to nerf it hopefully enough for it to be balanced and still playable.

Thanks for the suggestions, I really appreciate it; and I'm glad your challenge was there in the first place, otherwise I wouldn't have the oomph to do this! ^^
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